mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 08:30:49 +00:00
371712c53a
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
307 lines
4.6 KiB
Text
307 lines
4.6 KiB
Text
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// base for all spectral monsters which hurt when being touched--------------
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class SpectralMonster : Actor native
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{
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Default
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{
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Monster;
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+SPECIAL
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+SPECTRAL
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+NOICEDEATH
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}
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native void A_SpectreChunkSmall ();
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native void A_SpectreChunkLarge ();
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native void A_Spectre3Attack ();
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native void A_SpotLightning ();
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}
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// Container for all spectral lightning deaths ------------------------------
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class SpectralLightningBase : Actor
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{
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Default
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{
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+NOTELEPORT
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+ACTIVATEIMPACT
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+ACTIVATEPCROSS
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+STRIFEDAMAGE
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MaxStepHeight 4;
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RenderStyle "Add";
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SeeSound "weapons/sigil";
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DeathSound "weapons/sigilhit";
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}
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States
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{
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Death:
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ZAP1 B 3 A_Explode(32,32);
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ZAP1 A 3 A_AlertMonsters;
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ZAP1 BCDEFE 3;
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ZAP1 DCB 2;
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ZAP1 A 1;
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Stop;
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}
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}
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// Spectral Lightning death that does not explode ---------------------------
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class SpectralLightningDeath1 : SpectralLightningBase
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{
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States
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{
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Death:
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Goto Super::Death+1;
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}
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}
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// Spectral Lightning death that does not alert monsters --------------------
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class SpectralLightningDeath2 : SpectralLightningBase
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{
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States
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{
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Death:
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Goto Super::Death+2;
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}
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}
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// Spectral Lightning death that is shorter than the rest -------------------
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class SpectralLightningDeathShort : SpectralLightningBase
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{
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States
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{
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Death:
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Goto Super::Death+6;
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}
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}
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// Spectral Lightning (Ball Shaped #1) --------------------------------------
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class SpectralLightningBall1 : SpectralLightningBase
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{
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Default
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{
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Speed 30;
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Radius 8;
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Height 16;
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Damage 70;
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Projectile;
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+SPECTRAL
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}
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States
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{
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Spawn:
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ZOT3 ABCDE 4 Bright;
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Loop;
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}
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}
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// Spectral Lightning (Ball Shaped #2) --------------------------------------
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class SpectralLightningBall2 : SpectralLightningBall1
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{
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Default
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{
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Damage 20;
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}
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}
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// Spectral Lightning (Horizontal #1) ---------------------------------------
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class SpectralLightningH1 : SpectralLightningBase
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{
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Default
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{
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Speed 30;
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Radius 8;
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Height 16;
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Damage 70;
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Projectile;
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+SPECTRAL
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}
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native void A_SpectralLightningTail ();
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States
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{
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Spawn:
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ZAP6 A 4 Bright;
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ZAP6 BC 4 Bright A_SpectralLightningTail;
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Loop;
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}
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}
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// Spectral Lightning (Horizontal #2) -------------------------------------
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class SpectralLightningH2 : SpectralLightningH1
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{
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Default
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{
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Damage 20;
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}
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}
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// Spectral Lightning (Horizontal #3) -------------------------------------
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class SpectralLightningH3 : SpectralLightningH1
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{
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Default
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{
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Damage 10;
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}
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}
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// ASpectralLightningHTail --------------------------------------------------
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class SpectralLightningHTail : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+DROPOFF
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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ZAP6 ABC 5 Bright;
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Stop;
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}
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}
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// Spectral Lightning (Big Ball #1) -----------------------------------------
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class SpectralLightningBigBall1 : SpectralLightningDeath2
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{
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Default
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{
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Speed 18;
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Radius 20;
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Height 40;
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Damage 130;
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Projectile;
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+SPECTRAL
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}
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native void A_SpectralBigBallLightning ();
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States
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{
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Spawn:
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ZAP7 AB 4 Bright A_SpectralBigBallLightning;
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ZAP7 CDE 6 Bright A_SpectralBigBallLightning;
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Loop;
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}
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}
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// Spectral Lightning (Big Ball #2 - less damaging) -------------------------
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class SpectralLightningBigBall2 : SpectralLightningBigBall1
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{
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Default
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{
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Damage 30;
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}
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}
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// Sigil Lightning (Vertical #1) --------------------------------------------
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class SpectralLightningV1 : SpectralLightningDeathShort
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{
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Default
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{
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Speed 22;
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Radius 8;
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Height 24;
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Damage 100;
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Projectile;
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DamageType "SpectralLow";
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+SPECTRAL
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}
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States
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{
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Spawn:
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ZOT1 AB 4 Bright;
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ZOT1 CDE 6 Bright;
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Loop;
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}
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}
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// Sigil Lightning (Vertical #2 - less damaging) ----------------------------
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class SpectralLightningV2 : SpectralLightningV1
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{
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Default
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{
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Damage 50;
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}
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}
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// Sigil Lightning Spot (roams around dropping lightning from above) --------
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class SpectralLightningSpot : SpectralLightningDeath1
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{
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Default
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{
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Speed 18;
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ReactionTime 70;
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+NOBLOCKMAP
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+NOBLOCKMONST
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+NODROPOFF
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RenderStyle "Translucent";
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Alpha 0.6;
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}
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native void A_SpectralLightning ();
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States
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{
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Spawn:
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ZAP5 A 4 Bright A_Countdown;
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ZAP5 B 4 Bright A_SpectralLightning;
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ZAP5 CD 4 Bright A_Countdown;
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Loop;
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}
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}
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// Sigil Lightning (Big Vertical #1) ----------------------------------------
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class SpectralLightningBigV1 : SpectralLightningDeath1
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{
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Default
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{
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Speed 28;
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Radius 8;
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Height 16;
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Damage 120;
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Projectile;
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+SPECTRAL
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}
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States
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{
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Spawn:
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ZOT2 ABCDE 4 Bright A_Tracer2;
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Loop;
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}
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}
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// Actor 90 -----------------------------------------------------------------
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class SpectralLightningBigV2 : SpectralLightningBigV1
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{
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Default
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{
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Damage 60;
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}
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}
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